Shader error in HDRP integration

EVG

Member
After importing the HDRP Integration Pack, I get these errors:
Code:
Shader error in 'Ultimate Character Controller/Demo/Overlay HDRP': 'GetDecalSurfaceData': cannot implicitly convert from 'float3' to 'struct FragInputs' at line 532 (on d3d11)

Compiling Subshader: 0, Pass: GBuffer, Vertex program with DECALS_4RT
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DEBUG_DISPLAY DECALS_3RT DECALS_OFF DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON INSTANCING_ON LIGHTMAP_ON LIGHT_LAYERS SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ALPHATEST_ON _BLENDMODE_ADD _BLENDMODE_ALPHA _BLENDMODE_PRE_MULTIPLY _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT
Code:
Shader error in 'Ultimate Character Controller/Demo/Overlay HDRP': "Undefined area shadow filter algorithm" at /Unity Projects/HDRP/Library/PackageCache/com.unity.render-pipelines.high-definition@14.0.8/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl(53)

Compiling Subshader: 0, Pass: Forward, Fragment program with DECALS_OFF SHADOW_LOW USE_FPTL_LIGHTLIST
Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DEBUG_DISPLAY DECALS_3RT DECALS_4RT DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON INSTANCING_ON LIGHTMAP_ON SHADER_API_GLES30 SHADOWS_SHADOWMASK SHADOW_HIGH SHADOW_MEDIUM UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING USE_CLUSTERED_LIGHTLIST _ALPHATEST_ON _BLENDMODE_ADD _BLENDMODE_ALPHA _BLENDMODE_PRE_MULTIPLY _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT
Unity 2022.3.2f1
HDRP 14.0.8
UFPS 3.0.13
 
Those are demo shaders and are not designed to work in HDRP. They were made with Amplify Shader Editor so you could edit them to support HDRP but I don't have plans on updating it since it's just a demo shader.
 
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